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(solved)
Posted: Tue Dec 09, 2014 8:30 pm
by linvanchene
edited and removed by user
Re: How many hours a day are developer working on their plugins?
Posted: Tue Dec 09, 2014 10:23 pm
by mykola1985
how many hours a day...? kinda strange question.

what's the point? will it make you happier hearing 8 hours instead of 3 for example?
Re: How many hours a day are developer working on their plugins?
Posted: Wed Dec 10, 2014 1:54 am
by gristle
I'd say a lot of what you are asking for is private! Why would they release details on a forum about contracts?!?!
(solved)
Posted: Wed Dec 10, 2014 2:02 am
by linvanchene
edited and removed by user
Re: Is developing a plugin as spare time project acceptable?
Posted: Wed Dec 10, 2014 2:10 pm
by Hubby72
I can say one for sure for now.
If any DAZ User is asking me if OctaneRender is worthy for him i would not recommend it.
Right now i would recommend user 3DDelight or step to Reality and Lux.
Actually we DAZ Users have the choice beetween an Version 1.2 what crashes randomly by assigning or changing materials.
Or using an V2 Testversion with multiple other bugs like continuing rendering in background while viewport is closed or having placing objects somewhere within the scene by interpreting positioning information obviously wrong. Some new features like Hair/fur/smoke are not included in Plugin.
I am just a hobby artist wihtout any work orders. But for anyone who is accepting orders and try to "work" with it must be very annoying with these tools. And this situation is not only fo a week or two. No. It stays unchanged since months.
DAZ is perhaps not a professional Product like e.g. Cinema4D . But it has for sure more users because of its beginnerfriendly usablity. So lots of potential for otoy as buying customers.
And looking at the status now - i would not recommend to invest just a penny in octane while using in combination with DAZ.
As Lin already said. DAZ Users are second class customers for Otoy. I followed other forums here and there is no other plugin where customers are less worth.
I can not understand why Otoy is not intervening here.
Re: Is developing a plugin as spare time project acceptable?
Posted: Wed Dec 10, 2014 5:25 pm
by t_3
the plugin is in beta because the developer - me - is not going to pull off the beta label until most problems are sorted out. gmail was 5 years in beta, so what does that tell you? exactly - nothing. just that things need time; some more, some less.
i said that already, and say it once again: if daz studio was such a great base for high-end render plugins - technically or because of user interest - why aren't you already able to choose between vray, arion, maxwell, indigo, thea, fry, ...?
you should thank otoy for allowing 3rd parties to develop plugins - as otherwise there just would have been no studio and no carrara and no poser plugin, or a number of others. like with all the other above mentioned companies that go where they can earn enough money to pay the bills.
given the fact, that there was no single other developer ever asking to make an integrated daz studio plugin, this all together probably means i'm the only maniac that was willing to invest more than 9000 work hours into such a project... without asking if that is going to ever pay back. no need to thank me for that, just give me the time to do my work. you have asked for my work hours? you can do the math now.
counting features that are available in the standalone but not in the plugin is utterly useless. not any of them will or even can make it in. i.e. studio already uses open subdiv, and by how the geometry interface in studio works, there is no way to bring that together with the octane version (apart from that it would be useless anyway). hair will come - when it's done; there is no hair interface in studio as you are well aware, and to work with LAMH devs to make two 3rd party ds plugins work together is something i just do because i as much like it to have. local db? you have users presets since 1.2, way before the standalone had its local db, and since the local db is currently read-only for plugins, it may come the earliest if the api allows read/write. render passes probably, sooner or later. there is no "smoke" btw.
there is no whatsoever right in getting particular standalone features with particular plugin versions or release dates - or at all, since even if they could be implemented _somehow_ they may need lots of extra work - simply because most of them have no native support in studio. i.e. i could have saved two- or three thousand hours of work by not implementing a nodegraph editor... there is none in studio that can be used for octane so why should there be one in my plugin? just because i felt that material editing would be pita without one. means that i always need to find ways to bring such features in a way they are easy enough to use (by ds standards of simplicity).
if i recall right there were 3 updates in the past 5 weeks, and the next one is coming friday. if that is not fast enough for you or you or you, just drop me a pm and we will talk about a license return.
as you may have noticed, daz starts pushing 4.7 which means anybody who uses dzim to update, gets any 4.6 version completely wiped out, thus i _need_ to support it by now (actually around a third of the current plugin installs run on 4.7 already); in particular that means i had to spend quite some time to fix things that 4.7 did brake; in other words, even if the studio sdk is still unchanged since the 4.5(!) studio release, ds 4.7 again behaves different in some areas, and there are new features that collide with previous plugin methods; there is what i call a bug in all current 4.7 versions that affects geometry positioning (try it in 4.6 and you'll see it works) - of course i need to fix that on my side, as it is unclear if the behavior in studio will be reverted. there are even new features that are no longer accessible through the 4.5 api, that needed extra time to work around. note ahead: a particular feature - the "local dimension" in the daz camera isn't going to work, because octane doesn't support camera-specific render sizes (apart from the fact that the old api doesn't even allow to access these values).
btw, i'm perfectly fine with anybody currently not recommending the plugin - to participate in a beta and to take all the problems that come along is not for everybody. still, those who can accept it as is, have meanwhile rendered around 19.000 stills... during the last month only. apparently it's not that bad for everyone.
finally: to the supporters... i know you are also listening: don't go into such discussions since that usually isn't of any help. to anybody that has a problem... you can easily find my pm button. if you think you need to rant in public you should be aware that at worst you gain the exact opposite from what you maybe want to achieve - what is most probably the same that i want anyway: a great ds octane plugin...
Re: Is developing a plugin as spare time project acceptable?
Posted: Wed Dec 10, 2014 5:44 pm
by Seekerfinder
t_3 wins.
PS: DAZ plugin has a node graph editor!? Damn. DAZ users are lucky fish...
Re: Is developing a plugin as spare time project acceptable?
Posted: Wed Dec 10, 2014 7:12 pm
by Hubby72
It is not about winning or loosing seeker.
It is not about the Beta-"shield" on it.
And for sure i already said that i do not expect a official relase this year. That i already said in september. The date was set by t_3 himself.
I also know what it means to use a beta or testversion - version 4 is first testversion i was trying
On the one hand i really can do understand t_3 quite well.
But he also should see that we also do not have a stable older version. And there is no info before you buy anything.
i can just speak for me and i do not have any pressure . But i downloaded the testversion of octane standalone last year.
After testing it i decided to buy a new workstation based on nvidia cards and use octane , because there is plugin there for the software i use.
And i have no stable working version neither 1.2 nor 2/2.1 . both are crashing.
So no way to talk about revoking license for the plugin. 99 EUR for the plugin against 1500 EUR for the workstation.
So no way. And for sure no need for me to thank otoy to make it possible to throw away 1500 EUR.
If there where no daz plugin these days i for sure had decided different. For example spending the 1500 EUR in other software instead of hardware.
That is what is annoying for me. I could live perfectly with a stable version somewhere in the middle missing new features.
Other will have others interest. I am just the one who writing here hoping to get heared and not blamed.
And that is why i can not recommend it actually for users like me.
So i recommend to understand both perspectives. The users AND the developers. But usually that needs communication to find out and define primary targets. That is how projects work. And i really do know what i am talking about because i am in project business.
Listen to the users who will use at the end. Review their requirements with your technical expertise and define milestones.
That is how it is done in business today.
So please stop blaming users , because at the end they are ones who are paying for your product.
If your payback for the hours you spent is now enough, then you should discuss this with Otoy , not with the users.
I had also paid 300 EUR or more for the plugin if i had a guaranteed stable version.
Re: Is developing a plugin as spare time project acceptable?
Posted: Wed Dec 10, 2014 8:04 pm
by t_3
Hubby72 wrote:So please stop blaming users
i did not blame users if you read carefully - after all i'm a user myself.
btw, milestones are quite cool - indeed. i bet apple had set thousands of them when releasing apple maps that led ppl drive into the sea instead the next pizza hut. 97k employees, 700 billons worth sometimes can't do better than that.
in the end it's always about pressure to release something even it isn't ready. apple couldn't help it, i can do neither. what next? get it done, somehow. and most of all this needs time, which is unfortunately a limited resource - and all i'm asking ever since...
Re: Is developing a plugin as spare time project acceptable?
Posted: Wed Dec 10, 2014 8:27 pm
by Hubby72
For sure you blamed your users. And now you're upset.
And you did not get the point. Ppl are drivin into the sea isntead pizzahut because they stop thinking. That is not a software fault.
Whatever...do what ever you think might be the best. User have no option either. And arguments are no option for you.
So nothing will happen, Nothing will change.